Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.
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2answers
59 views
A* movement implementation not working properly
I'm working on a RTS project and I'd like to use the A* Project by Aron Granberg to navigate around obstacles, etc.
The problem is that the correct path is displayed in the scene, but the unit just ...
4
votes
0answers
50 views
Path finding. How to find a safe path for an AI snake?
I have been working on this project on and off! The project involves a game in which a player can compete with a snake ai to get the most apples. The current path finding technique i use (A* ...
5
votes
1answer
101 views
Finding N shortest paths
I know about several of path-finding algorithms that exist: depth-first search, Dijkstra's algorithm, A* etc.
Now I would like an algorithm that gives me the N paths with lowest cost. Can this be ...
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0answers
34 views
Find required entities to accomplish specific task in shortest time
I have a grid like map with entities that can perform turn-based actions like moving or growing strength. When I have a task that requires a certain strength, I want to find the entities required to ...
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vote
1answer
72 views
Voxel river flow simulation
I am making a Voxel game and I'd like to add rivers that can be redirected. So I thought that if a player replaces a river block or digs up a block next to a river block the river would repath itself ...
4
votes
2answers
117 views
Pathfinding in non-quantized space?
Pretty much whenever anyone thinks about pathfinding, they think about algorithms like A* and DFS - graph search algorithms, which also just so happen to work as pathfinding algorithms when you ...
2
votes
2answers
101 views
Strategies for using Dijkstra's Algorithm on “larger” (4096+ node) graphs (tower defense)
I am using Dijkstra's for pathfinding in my 2d game, my game is similiar in style to a tower defense game which has waves of monsters trying to reach a goal. I am currently building the paths while ...
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0answers
106 views
AI Navigation C++
I have Blueprint-only (Version 4.13 Unreal Engine) sidescroller project which im happy with until now (set up items, currency, movement, menus.. - basic functionality of a game).
I have integrated ...
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votes
1answer
49 views
Pathfinding: grid based map of irregular numbered tiles to mark connections
Given this map:
The floor tiles are separated from the rest (its a map made in Tiled in separate layers) and as you can see, the id numbers are not in sequence.
¿How I would go about making ...
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0answers
29 views
How to convert an octree to a 3D array
I have an octree that I'm planning to use for 3D pathfinding. My plan was to break down the world such that all the leaf nodes of the tree would be of equal dimensions that would create a nice grid ...
4
votes
2answers
71 views
Make a cell's content 'listens' to another cell (the closest cells)
I'm a newbie in programming and in java and I need some lights and help.I'm developing a game in which two players have to play with tokens (say red and blue) by placing them in cells (75x75 grid). ...
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0answers
28 views
Basic Theta Star Pathfinding Implementation Question
My goal is to implement any angle pathfinding in a 2D sprite based game. The levels are based on 2d square grids with a top down perspective (retro RPG theme), although units can move freely at any ...
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0answers
73 views
What is the best way to generate a non-grid, rail-like path from prebuilt pieces?
I'm trying to procedurally generate a path from prebuilt pieces, like one would from a train set (straight piece, 45° turn, 90° turn, etc.). Generating the path randomly is simple enough but I'm ...
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votes
1answer
81 views
How to create a path-finder for a map like this?
I'm not sure if this is considered grid-based, because as you can see there is also a line. And that line is also a non-walkable point, I have no idea how do I create a path-finder with a non-grid-...
2
votes
2answers
28 views
Picking cells which form a completed line between to 2d grid cells
I'm using Bresenham's line algorithm to calculate a "line" of cells between a start and end point on a 2D tile grid.
However, I'm using this during terrain generation to create a visible pathway, ...
1
vote
0answers
95 views
Path finding algorithm for (x,y) coordinates in c++
I am trying to code a path finding function in c++ . It should work like that, you supply the start point (x1,y1) and the end point(x2,y2) and it returns a list of points for the shortest path.
...
2
votes
1answer
25 views
How does Hierarchical Pathfinding deal with obstructions in the same chunk?
Aigamedev.com provides this visualization of HPA*:
All the nodes within the same chunk connect to each other. What if there was an obstruction between nodes in the same chunk? For example:
What ...
0
votes
1answer
66 views
2d grid for 3D game
I have a 3D game dungeon crawler game. It's procedurally generated. I have a bunch of prefab rooms that are used to put together this dungeon. When not in combat the player uses a navmesh to move ...
1
vote
2answers
41 views
Board Game Pathfinding - Finding optimum valid path with limited path distance?
I'm building the very earliest stages of piece movement in a digital board game I'm planning to make.
It's a browser based javascript system.
Basically the players roll to move and need to traverse ...
5
votes
1answer
192 views
Reconciling Flocking and A* (Theory)
For my RTS game I have got A* pathfinding working, and that's fine. Basic collision detection exists too. When a unit is moving it checks if the position it will occupy next move is a node occupied ...
2
votes
2answers
62 views
Given a grid system where some coordinates are marked as impassable, how to find natural-looking car driving path between two locations?
I can compute an A* path, but I get only cardinal directions from that. A 45˚ path would look like "up 1 left 1 up 1 left 1 up 1 left 1..."
My specific question is, given a grid with a pathing ...
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votes
1answer
111 views
How to make Djikstra algorithm remember path?
I understand how dijkstra algorithm works but I don't know how I should figure out path. How can I get nodes that are on the shortest path?
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votes
1answer
119 views
How to implement a A star pathfinding in 3D world on Irrlicht
I am developing a little game. I need an A star path-finding algorithm for enemies who follow the player. I have already learned and tested a path-finding algorithm, but it works with fixed-size array....
3
votes
2answers
86 views
How to calculate area to fill in this Snake/Qix game variant?
I have a game which is a Snake/Qix variant.
The player controls a line which is moving on an island. Player has possibility to leave the island in order to connect that island to itself. Once the ...
2
votes
2answers
76 views
Grid Pathfinding with known points
What is the best way to, in a grid, to find a path (not necessarily shortest) from a start point to an end point (for both of which the coordinates are known)?
The grid is approximately 60x60, and ...
1
vote
2answers
140 views
when to do A* pathfinding?
I'm trying to build my first game, a really simple RTS like Age of Empires but I have a question about pathfinding.
When do this kind of games usually do pathfinding?
I've read some games do a ...
0
votes
1answer
169 views
JavaFX snake game AI
I am trying to add an AI simulated snake to my snake game that a player can play against. So far I think I do get the concept of how to do certain things but snake should be able to find the nearest ...
1
vote
1answer
85 views
Shared data in multithreaded pathfinding engine
Imagine a case where you have lots agents in a big world, who frequently need to calculate the shortest/best path from A to B. In this case it seems natural for me to create a pathfinding engine where ...
1
vote
1answer
178 views
NavMesh.CalculatePath returns invalid path Unity3D
I am trying to get coordinates for path from source to destination object using NavMesh. NavMesh.CalculatePath() is only working for one level surprisingly. For all others, it returns false. Also ...
2
votes
0answers
62 views
How to go about implementing pathfinding in Unity with Tiled2Unity map prefabs?
I have created a map using Tiled application and have added collision boxes and used Tiled2Unity to import the map to Unity. The collisions are working with key inputs.
I want to implement ...
-2
votes
1answer
193 views
Does A* actually find the shortest path?
It's said A* guarantees to find the shortest path but I think for certain paths with certain obstacles it won't find the nearest path. My example below is marked (with pink and blue lines) for what I ...
0
votes
1answer
66 views
How to get connect tiles in hexagonal Grid system
I've been developing a game where a number of tiles can drag into a hexagonal gird background.
But some purpose i need to find the location of same tiles into a array and marge them.
Data Layer
...
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votes
0answers
48 views
View the path a AI is walking along in Unreal Engine 4
I'm using unreal engine 4.12.4 and I want to be able to see the path that an actor will use when i trigger "Simple Move To Location" and i want to see the path as a line in game for testing.
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vote
0answers
101 views
How to implement A* pathfinding for enemies to follow player
The enemies in my game are supposed to follow the player in order to cause damage to it. Right now I have it where the enemy just goes in the direction that will bring it closer to the player, and ...
1
vote
0answers
101 views
UE4 Navmesh precision
I'm trying to make my very tiny man pathfind his way through a map of a school but the navmash won't recognize some of the hallways cause they are very narrow like this.
So as you can see the man ...
3
votes
1answer
67 views
Multilevel 2D grid graph and A*
I've coded up a little grid based dungeon game. Everything working quite nicely in a Tile[,]. The AI uses basic GOAP for tasks and A* for moving around. Tile reachability is done using a floodfill.
...
1
vote
1answer
93 views
What's an optimal procedure to create a connected cyclic grid of nodes and edges for A* pathfinding
like the title says, I'm trying to create a grid of nodes that hold edges or connections to each other so I can perform A* algorithm to have objects traverse across them as seen in your standard RTS.
...
1
vote
2answers
111 views
Using my pathfinding more efficiently
I'm making a roguelike in C# with the Roguesharp libraries, in which the map can be as large as 200x200 cells. When I have an entity requiring pathfinding, I am using Roguesharp's built in pathfinding ...
4
votes
2answers
120 views
Object outlining
I have an object whose boundaries can be define using a convex collider. I have an AI which needs to outline that structure to patrol it. The object is dynamic and composed of pieces like LEGO, each ...
0
votes
1answer
96 views
How to avoid 2d enemy using trigonometry?
I'm making a game in Javascript & HTML5.
I have a "bullet" (let's call it so) that needs to reach the enemy (at fixed position) and that need to avoid the enemy's "bullet".
To make the bullet ...
3
votes
2answers
397 views
GameMaker : how can i get the instance ID of multiple instance in a radius?
GameMaker and coding noob here, need help on something maybe trivial for some of you.
I'm working on the map part of a game. I have a map with spots on it, each spot is an instance of the same object....
0
votes
0answers
55 views
AI: Turn-Based Movement with 2 actions per Unit
I am currently building a turnbased tactics game.
The Board is a small (about 4*6) tiled grid.
The AI plans all moves of its units, each unit can
move 2 times
move and attack
or attack
at least ...
1
vote
0answers
65 views
How can I make cars drive navigate an intersection without colliding?
I'm trying to create a 2D game with a traffic intersection:
My car game-objects need to pass through the intersection without colliding with each other, and without stopping, if possible.
How can I ...
9
votes
3answers
276 views
How do I calculate paths for objects with limited acceleration?
For example, say I have a car and a car has a specific minimum turning radius and I want to drive that car from point a to point b, but the car isn't facing point b. How do I compute a path to point ...
1
vote
1answer
128 views
Doubts on player movement strategy
What I want to achieve is the player moving to the touched position on a 2D grid-based game, stopping at the last reachable spot if the target position is unreachable. What is the strategy usually ...
2
votes
2answers
85 views
How do I handle objects with a width and height in grid-based pathfinding?
I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that?
My initial idea was to ...
1
vote
1answer
66 views
Circular fighter motion algorithm
Is there an algorithm to make ships take semi-circular patterns? I need something like the below image:
Big Blue- Command Ship
Small blues - fighters
Red lines - path of movement
I want the fighters ...
3
votes
1answer
100 views
Locust Swarm algorithm for path finding (devour and move on)
I need to model a locust swarm that devour food stacks and move on to next stacks. I searched for articles and found few articles. These papers is about optimization applications but I want to convert ...
2
votes
4answers
752 views
Why is my A* Pathfinding incredibly slow?
I'm trying to use A* to make my enemies move about, but it takes up to 20 seconds to get a path to walk.
My grid is only 64*64.
This is my code:
#include "AStar.h"
#include "Node.h"
#include "...
0
votes
2answers
201 views
A* pathfinding takes too long, shortcuts needed
So I have a game where the player can move on a grid 108 X 192 large. It uses a simple A* path-finding algorithm to move. Unfortunately, After 0.03 seconds, it would have only looked at about 300 ...